I mean almost no games had destructible environments etc. prior to Valve developing the engine for Half-Life 2 as basically a tech demo and then everyone jumping on it in the mid-00s
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The game should ideally just be one thing and not have big jarring seams to try to fit different things together If the game is about shooting people, then fine, shoot people the whole time Find a way to tell the story through the device of shooting people
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This is a problem when the entire genre is foundationally built on top of Dungeons & Dragons. Making games to be /like/ D&D led to Ultima, which led to Dragon Quest, and both started a spiral of trying to make games that are, on some level, /like/ D&D
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Honestly I'd also just blame the fact that - ok subjective experience obviously, but - the CRPG "this is the game part" has always kind of sucked, chained as it was to assumed mundanity and D&Dism assumptions in its quest to prove how Grounded and Gritty it was.
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Meh JRPGs/console RPGs may have a version of combat designed to make more sense in a video game but it's not that fundamentally different
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